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Grand Research Challenges Games and Entertainment Computing Brazil - GranDGamesBR 2020-2030: First Forum, 2020, Recife, Brazil, November 7-10, Second 2021, Gramado, October 18-21, Revised Sele

Grand Research Challenges Games and Entertainment Computing Brazil - GranDGamesBR 2020-2030: First Forum, 2020, Recife, Brazil, November 7-10, Second 2021, Gramado, October 18-21, Revised Sele in Chattanooga, TN

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Grand Research Challenges Games and Entertainment Computing Brazil - GranDGamesBR 2020-2030: First Forum, 2020, Recife, Brazil, November 7-10, Second 2021, Gramado, October 18-21, Revised Sele

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Grand Research Challenges Games and Entertainment Computing Brazil - GranDGamesBR 2020-2030: First Forum, 2020, Recife, Brazil, November 7-10, Second 2021, Gramado, October 18-21, Revised Sele in Chattanooga, TN

Current price: $84.99
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Size: Paperback

This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021.
The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021.
The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

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